light_shadow

Modified

12-Jul-2023

Allows mapper to toggle shadows among all toggleable/killable entities that cast shadows. Best effect when using among light_bounce. To use this entity place it anywhere on the map and set it's target to entity that will appear/disappear dynamically in-game. Targeting light_shadow will toggle the shadows. Note that entity need to have 'Opaque' selected in "ZHLT Lightflags" to cast a shadow. Does not support multiple or switchable light_environments.

Keyvalues


Target solid entity target : Target solid entity that casted shadows will be toggled.

Name targetname : Set name of light_shadow so other entities can trigger it to toggle shadows on "Target solid entity".

Appearance (no name allowed) style : Not tested for light_shadow.

  • 0 : Normal
  • 10 : Fluorescent flicker
  • 2 : Slow, strong pulse
  • 11 : Slow pulse, no black
  • 5 : Gentle pulse
  • 1 : Flicker A
  • 6 : Flicker B
  • 3 : Candle A
  • 7 : Candle B
  • 8 : Candle C
  • 4 : Fast strobe
  • 9 : Slow strobe
  • 12 : Underwater mutation

Custom Appearance pattern : Not tested for light_shadow.

Classname in game convertto : Used by compilers. You don't need to set this.

  • "light" : light
  • "light_spot" : light_spot

Flags


  • 1 : Initially dark : Shadows starts turned ON at start (should be reverted to light_shadow at start). Make sure this is selected when the brush is visible at start.

  • 2048 : Not in Deathmatch : Obsolete in Sven Co-op. Makes the entity don't appear in Multiplayer Games.